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Plugin dev: where did the name go?


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Posted · Plugin dev: where did the name go?

In current master, it looks like save local no longer proposes the name of the first mesh as the filename. Back to typing in a name. However, my plugin was also trying to use the following to propose an initial file name, but it no longer works. Did the property move? If so, where to?

 

for n in BreadthFirstIterator(node):   if n.getMeshData():       fileName = n.getName()       if fileName:           break

 

where node is passed into OutputDevice.requestWrite

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    Posted · Plugin dev: where did the name go?

    Before the settings rework branch merge, fileName would be the name of a mesh (the file name of the stl file). It appeared to be the first stl that was opened.

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    Posted · Plugin dev: where did the name go?

    Ah right. It could be that we broke a bunch of stuff while doing this. The code does use the first name it finds as the name to write to the output device, but if no node has a name set, it returns None.

    This proves that it's always a good idea to not completely trust the data that you receive from other parts of the application and build in a check if the received name is not set.

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    Posted · Plugin dev: where did the name go?

    I agree. But now what is the right way to choose a good default name? It's rather annoying to force the user to type the name they just opened if they'd like the gcode name to match the stl.

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    Posted · Plugin dev: where did the name go?

    That's the thing with master; This is where we do new feature development. This means you get cutting edge features, but with no guarantee that it actually works.

    I will have a look if I can make a quick fix for this though.

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    Posted · Plugin dev: where did the name go?
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    Posted · Plugin dev: where did the name go?

    Oh I see now, it's just a bug. I thought you'd moved the property and I just couldn't figure out where it went. Thanks for the fix.

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